//////////////////////////////////////////////
/// 2DxFX v3 - by VETASOFT 2018 //
//////////////////////////////////////////////


//////////////////////////////////////////////

Shader "2DxFX_Extra_Shaders/NightVision"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
_ColorFilters_Fade_1("_ColorFilters_Fade_1", Range(0, 1)) = 1
_SpriteFade("SpriteFade", Range(0, 1)) = 1.0

// required for UI.Mask
[HideInInspector]_StencilComp("Stencil Comparison", Float) = 8
[HideInInspector]_Stencil("Stencil ID", Float) = 0
[HideInInspector]_StencilOp("Stencil Operation", Float) = 0
[HideInInspector]_StencilWriteMask("Stencil Write Mask", Float) = 255
[HideInInspector]_StencilReadMask("Stencil Read Mask", Float) = 255
[HideInInspector]_ColorMask("Color Mask", Float) = 15

}

SubShader
{

Tags {"Queue" = "Transparent" "IgnoreProjector" = "true" "RenderType" = "Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
ZWrite Off Blend SrcAlpha OneMinusSrcAlpha Cull Off

// required for UI.Mask
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}

Pass
{

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"

struct appdata_t{
float4 vertex   : POSITION;
float4 color    : COLOR;
float2 texcoord : TEXCOORD0;
};

struct v2f
{
float2 texcoord  : TEXCOORD0;
float4 vertex   : SV_POSITION;
float4 color    : COLOR;
};

sampler2D _MainTex;
float _SpriteFade;
float _ColorFilters_Fade_1;

v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color;
return OUT;
}


float4 ColorFilters(float4 rgba, float4 red, float4 green, float4 blue, float fade)
{
float3 c_r = float3(red.r, red.g, red.b);
float3 c_g = float3(green.r, green.g, green.b);
float3 c_b = float3(blue.r, blue.g, blue.b);
float4 r = float4(dot(rgba.rgb, c_r) + red.a, dot(rgba.rgb, c_g) + green.a, dot(rgba.rgb, c_b) + blue.a, rgba.a);
return lerp(rgba, saturate(r), fade);

}
float4 frag (v2f i) : COLOR
{
float4 _MainTex_1 = tex2D(_MainTex, i.texcoord);
float4 _ColorFilters_1 = ColorFilters(_MainTex_1,float4(2,-2,-2,-2),float4(1.95,0.04,-1.6,0.1),float4(2,-2,-2,-2),_ColorFilters_Fade_1);
float4 FinalResult = _ColorFilters_1;
FinalResult.rgb *= i.color.rgb;
FinalResult.a = FinalResult.a * _SpriteFade * i.color.a;
return FinalResult;
}

ENDCG
}
}
Fallback "Sprites/Default"
}
